How to Deal with Advanced Deformers?

Due to the fact that Characters Geometry are stored as FBX, advanced deformers like Lattices, Muscles, Bend or Twist will not be supported (as they are not supported by the FBX file format). To work around this limitation, you can bake those deformation in a Blendshape (which is supported).
Create a Blendshape of your character influenced by the Deformer and export it with your Golaem Character. Then, for each motion clip which will require your character to deform (leg muscle to bulge for example) keyframe the corresponding values for the Blendshapes.
More information about the Blendshape workflow inside Golaem can be found here.
For more control it's also possible to edit the values of your blendshapes expressions using a Bone Behavior.